The White ball shall be used in rotation by the various players taking part in the game solely as the striker’s ball, and shall be played from the “D” at the start of a game by the first player, and at any other period of the game, after it has been off the table from any cause whatever. 4. The ball shall be struck with the point of the cue and not “pushed.” If, after the striker’s ball has been forced against an object ball, the point of his cue remain or come in contact with his ball, the stroke is foul. There is no difference between the act of striking and the act of aiming. 5. The “baulk” is no protection. 6. The striker must pocket a red ball before playing upon a pool ball; otherwise the stroke is foul, and after pocketing a red ball he must play upon a pool ball, an order of play that must be observed throughout each break so long as a red ball remains upon the table. 7.
| | 7.| -- | -- |Fairest damsel ever | | | | |I ve seen. | | 8.| -- |Fairest young lady | -- | | | |ever seen. | | | 9.| -- | -- | -- | |10.| -- | -- | -- | |11.| -- | -- | -- | |12.|Fine pencil as ever | -- | -- | | |was seen. | | | |13.
This game is also called Knight of the Whistle. The boy who is to be made a Knight of the Order of the Whistle, when led up between the two rows of players, has a cloak put round his shoulders and a cap with a feather in it on his head. The whistle is then fastened on to the cloak. This is described by the Rev. J. G. Wood (_Modern Playmate_, p. 189). Newell (_Games_, p. 122) gives this with a jesting formula of initiation into knighthood.
Spell Opportunity. Miss Burne mentions one penance designed to make the victim ridiculous, as when he is made to lie on his back on the floor with his arms extended, and declare-- Here I lie! The length of a looby, The breadth of a booby, And three parts of a jackass! --_Shropshire Folk-lore_, pp. 526-27. (_c_) Halliwell gives, in his _Nursery Rhymes_, pp. 324-26, some curious verses, recorded for the first time by Dr. Kenrick in his Review of Dr. Johnson s Shakespeare, 1765, on rules for seemly behaviour, in which the forfeits imposed by barbers as penalties for handling razors, &c, are set forth. Although barbers forfeits are not of the same nature as the nursery forfeits, it is possible that this general custom among so important a class of the community in early times as barbers may have suggested the game. Both Forby in his _Vocabulary of East Anglia_ and Moor in his _Suffolk Words_ bear testimony to the general prevalence of barbers forfeits, and it must be borne in mind that barbers were also surgeons in early days. A curious custom is also recorded in another East Anglian word-list, which may throw light upon the origin of the game from popular custom.
Jingle-the-bonnet. Jingo-ring. Jinkie. Jock and Jock s Man. Jockie Blind-man. Joggle along. Johnny Rover. Jolly Fishermen. Jolly Hooper. Jolly Miller.
| -- | | 5.| -- | | 6.|Will you let one of | | |your fair maids. | | 7.|Come and play with us.| | 8.| -- | | 9.| -- | | 10.| -- | | 11.| -- | | 12.
When he arrives at the table he started from, the round is finished. If an odd number of tables are engaged in play, the changes may take place in regular order to the end. If even, a dummy must be put in; but as that is objectionable in a social gathering, it is better to adopt one of the two systems following, unless half the number of tables is an odd number, when the method already described may be used. _=1st Method.=_ Some table in the series, which must not be either the first or the last, deals no original hands, but overplays all the hands coming from the other tables to the East of it. The four players sit still, taking no part in the progression; thus obliging those whose turn it would be to play at their table to pass on to the next. _=2nd Method.=_ Each gentleman should carefully note the number of the hand originally dealt at the table from which he starts. He progresses until he meets this hand again. The first to observe this should give notice to the company by a bell tap, as all the gentlemen must meet their original hands at the same time.
Look how the sun shines, mother. Well, make three round curtseys and be off away. [Child goes, returns, knocks at door. Mother says, Come in. ] What have you been doing all this time? Brushing Jenny s hair and combing Jenny s hair. What did her mother give you for your trouble? A silver penny. Where s my share of it? Cat ran away with it. Where s the cat? In the wood. Where s the wood? Fire burnt it. Where s the fire? Moo-cow drank it.
* * * * * The gravel on the built-up roof crunched in the darkness under my feet as I walked cautiously to the parapet and looked over its edge to the hunk of desert that stretched away toward Reno, out behind the motel. The third story, behind me, cut off the neon glare from the Strip and left the place in inky darkness. There was silence and invisibility out behind the motel. Feeling a little creaky about falling a couple stories to the ground, I lay down on my back on the narrow parapet, with my hands behind my head to soften the concrete a little, and looked straight up into the night sky. A dawdling August Perseid scratched a thin mark of light across the blackness. I heard a coyote howl. This was desert. This was peace. The dice and chuck-a-luck seemed ten thousand miles away. I heard a sound.
It, too, is probably an incomplete version. The words Ring ding di do do show a possible connection between this and games of the Three Dukes a-riding type. They may or may not be variants of the same game. See Here comes a Lusty Wooer, Here comes a Virgin, Jolly Rover, Three Dukes. Jolly Miller [Music] --Epworth, Doncaster (C. C. Bell). [Music] --Earls Heaton (H. Hardy). [Music] --Derbyshire (Mrs.
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Gomme). Jamieson (_Etymological Dict._) gives this as a sport of children. [Illustration: Fig. 1. Fig. 2.] See Dump, Green Grass, Hot Cockles. Doddart A game played in a large level field with a bent stick called doddart. Two parties, headed by two captains, endeavour to drive a wooden ball to their respective boundaries (Halliwell s _Dictionary_).
Mittelhand, G., the second player on the first trick, in Skat. Mixed Pair, a lady and gentleman playing as partners. Mort, F., the dummy hand at Whist or Bridge. Mouth Bets, those made without putting up the money. One who fails to pay mouth bets is a welcher. Muggins, to take a score which has been overlooked by an adversary, especially in Cribbage and Dominoes. Natural, anything which wins the stake immediately; 7 or 11 at Craps; 21 at Vingt-et-un; 8 or 9 at Baccara. Natural Points, those which must be made every deal, such as big and little cassino, high, low, etc.
The dummy should not leave his seat to watch his partner play. He should not call attention to the score nor to any card or cards that he or the other players hold. 9. If a player say, “I have the rest,” or any words indicating that the remaining tricks, or any number thereof, are his, and one or both of the other players expose his or their cards, or request him to play out the hand, he should not allow any information so obtained to influence his play. 10. If a player concede, in error, one or more tricks, the concession should stand. 11. A player having been cut out of one table should not seek admission in another unless willing to cut for the privilege of entry. 12. A player should not look at any of his cards until the end of the deal.
=_ If the striker, while taking aim, inquire which is the ball he ought to play at, and should be misinformed by the marker or by any of the company, he does not lose a life. His ball must in this case be replaced and the stroke played again. _=12.=_ When a ball or balls touch the striker’s ball, or are in line between it and the ball he has to play at, so that it will prevent him hitting _any part of the object-ball_, such ball or balls must be taken up until the stroke be played, and, after the balls have ceased running, they must be replaced. _=13.=_ If a ball or balls are in the way of a striker’s cue, so that he cannot play at his ball, he can have them taken up. _=14.=_ When the striker _takes_ a life, he continues to play on as long as he can pocket a ball, or until the balls are all off the table, in which latter case he places his own ball on the spot as at the commencement. _=15.=_ The first player who loses his three lives is entitled to purchase, or _star_, by paying into the pool a sum equal to his original stake, for which he receives lives equal in number to the lowest number of lives on the board.
, the odd trick at Whist or Mort. Tricon, F., three cards of the same denomination. Tric-Trac, the European name for Backgammon. Trump-showing Leads, a system of private conventionalities in leading plain suits at Whist, to show the number of trumps held by the leader. Unblocking, getting out of your partner’s way when he has more cards of the suit than you have. Underplay, leading a card which is not the best of a suit, when the best would naturally be led; or holding up the best card to let another player win the trick. Vade, F., the pool to be played for. Vergeben, G.
Unless the player in error correct himself at once, and make it five clubs, either adversary may demand that it be five clubs, and the partner of the corrected player cannot bid unless this five-club bid is over-called or doubled. A player correcting himself must stick to the suit named, not being allowed to say four diamonds when he sees that four clubs is not enough. If an insufficient declaration is passed or over-called by the player on the left, it is too late to demand any penalty, and the insufficient bid stands as regular. Suppose A bids three royals and Y says four clubs, B and Z passing. A can repeat his bid of three royals if he likes, as that is enough to over-call four clubs. If a player makes an impossible declaration, such as calling six diamonds over five no trumps, when it is clearly impossible to make any diamond declaration worth 50, either adversary may demand a new deal, or may insist that the last bid made by his own side, five no trumps, shall be the winning declaration, or he may force the player in error to declare a grand slam in diamonds and play it, his partner being forbidden to take him out. _=METHOD OF PLAYING.=_ The winning declaration settled, whether doubled or not, the player on the left of the declarer leads for the first trick, and dummy’s cards go down, the declarer playing the combined hands. The declarer gathers the tricks for his side, but either adversary may gather for the other. The first six tricks taken by the declarer make a book, and all over the book count toward his contract.
. He fired that day a shot that still echoes round the world. An affair--let us parallel the Cannonade of Valmy and call it the Cannonade of Sandgate--occurred, a shooting between opposed ranks of soldiers, a shooting not very different in spirit--but how different in results!--from the prehistoric warfare of catapult and garter. But suppose, said his antagonists; suppose somehow one could move the men! and therewith opened a new world of belligerence. The matter went no further with Mr J. K. J. The seed lay for a time gathering strength, and then began to germinate with another friend, Mr W. To Mr W. was broached the idea: I believe that if one set up a few obstacles on the floor, volumes of the British Encyclopedia and so forth, to make a Country, and moved these soldiers and guns about, one could have rather a good game, a kind of kriegspiel.
They fight for us in a team. You ought to know we call them Partners, not cats. How is mine? I don t know, said the doctor contritely. We ll find out for you. Meanwhile, old man, you take it easy. There s nothing but rest that can help you. Can you make yourself sleep, or would you like us to give you some kind of sedative? I can sleep, said Underhill. I just want to know about the Lady May. The nurse joined in. She was a little antagonistic.
=_ This is another variation in the leads, which is confined to one combination; that of Ace and any four other cards, not including the King. With strength in trumps the fourth-best is led instead of the Ace, the theory being that the Ace is more likely to be valuable on the second or third round of such a suit than on the first, and that the trump strength justifies the finesse of the original lead. With weak trumps the Ace is led. Some players extend this principle to the Second Hand, and play Ace on a small card led, when holding A x x x x with weak trumps. This is open to the objection that it gives up command of the adverse suit too early in the hand; but it saves many a trick. _=The Plain-suit Echo.=_ This is another device for giving information as to number. When the original leader begins with a high card, the Third Hand should play his third-best if he holds four or more; and on the second round his second best, always retaining his fourth-best and any below it. The value of this echo is much disputed, and the adversaries can usually render it ineffective by holding up small cards; a practice very much in vogue with advanced players. _=Low’s Signal.
=_ Family rows. _=COMBINATIONS.=_ 4 aces, death; 3 aces, dissipation; 2 aces, enmity. 4 Kings, honours; 3 Kings, success in business; 2 Kings, good advice. 4 Queens, scandal; 3 Queens, dissipation; 2 Queens, friendship. 4 Jacks, contagious diseases; 3 Jacks, idleness; 2 Jacks, quarrels. 4 Tens, disagreeable events; 3 Tens, change of residence; 2 Tens, loss. 4 Nines, good actions; 3 Nines, imprudence; 2 Nines, money. 4 Eights, reverses in business or love; 3 Eights, marriage; 2 Eights, trouble. 4 Sevens, intrigues; 3 Sevens, pleasure; 2 Sevens, small affairs and gossip.
_=Cards Played in Error.=_ If any player but the Dummy omits to play to a trick and does not correct the error until he has played to the next trick, his adversaries may claim a new deal. If any one, excepting Dummy, plays two cards to a trick and does not discover it, he is responsible for any revokes that he may make in consequence of not having the card in his hand. _=OBJECT OF THE GAME.=_ As in all members of the whist family, the object in Bridge is to win tricks, the highest card played of the suit led winning, and trumps, if any, winning against all other suits. At the end of each hand the side that has won any tricks in excess of the book, scores them, after multiplying their number by the unit of value settled upon by the doubling, if any took place. As soon as either side reaches or passes 30, they win the game; but the hand must be played out, and all tricks taken must be counted. The total is written on the score-sheet; the score of the losers standing to their credit until the final accounting at the end of the rubber. _=RUBBERS.=_ Three games, of 30 points each, constitute a rubber; but if the first two are won by the same players, the third is not played.
If the dealer at either end will not declare on his own cards, he passes it, and the Dummy hand opposite him must be handed to the dealer that sits at the other end of the long table, who must declare for his partner. The usual four hands are dealt and played at each table, and scored as usual. Three scores must be kept, because there are three separate rubbers going on at once,--that between A and B; between A and C, and between B and C. If one pair wins its rubber against one of the others, three players will be idle at one end of the table for one deal, but then all will come into play again, for the next deal. Some persons think this is better than four playing a rubber while two look on. _=DOUBLE DUMMY BRIDGE.=_ In this form of the game, the dealer always deals for himself. His adversary sits next him on the left for the first deal, and leads for the first trick before the Dummies are exposed. There is no doubling. On the next deal, the adversary must sort his Dummy’s hand and must lead from it, before looking at his own.
Deadily A school game, not described.--Mactaggart s _Gallovidian Encyclopædia_. Diamond Ring My lady s lost her diamond ring; I pitch upon you to find it! Children sit in a ring or in a line, with their hands placed together palm to palm, and held straight, the little finger down-most between the knees. One of them is then chosen to represent a servant, who takes a ring, or some other small article as a substitute, between her two palms, which are pressed flat together like those of the rest, and goes round the circle or line placing her hands into the hands of every player, so that she is enabled to let the ring fall wherever she pleases without detection. After this she returns to the first child she touched, and with her hands behind her says the above words. The child who is thus addressed must guess who has the ring, and the servant performs the same ceremony with each of the party. They who guess right escape, but the rest forfeit. Should any one in the ring exclaim I have it! she also forfeits; nor must the servant make known who has the ring until all have guessed under the same penalty. The forfeits are afterwards cried as usual.--Halliwell s _Nursery Rhymes_, p.
--Nairn (Rev. W. Gregor). At Duthil, Strathspey, this game goes by the name of Rexa-boxa-King. When the players have ranged themselves on one side of the playground, and the King has taken his stand in front of them, he calls out Rexa-boxa-King, or simply Rexa, when all the players rush to the other side. The rush from side to side goes on till all are captured. The one last captured becomes King in the next game.--Rev. W. Gregor.
If any card but the trump is found faced in the pack, there must be a new deal. If a card faced in the stock is not discovered until the first trick has been played to, the exposed card must be turned face down, without disturbing its position. If a pack is found to be imperfect, the deal in which the error is discovered is void, but all previous cuts or scores made with that pack stand good. _=METHOD OF PLAYING.=_ The pone begins by leading any card he chooses, to which his adversary may play any card he pleases. A player is not obliged to follow suit, nor to trump; but may renounce or trump at pleasure until the stock is exhausted, after which the method of play undergoes a change. If a player follows suit, the higher card wins the trick, and if identical cards are played to the same trick, such as two Jacks of clubs, the leader wins. Trumps win plain suits. The winner of the trick takes in the cards, turning them face down; but before he leads for the next trick he has the privilege of announcing and scoring any one of certain combinations that he may hold in his hand. After, or in the absence of any such announcement, and before leading for the next trick, he draws a card from the top of the stock and places it in his hand, without showing or naming it.
If each has six, neither scores. By this method, a player may make and score several brisques in the last six tricks, all of which he will reckon over again in the total count at the end. _=Declarations.=_ The winner of any trick, previous to the exhaustion of the stock, may announce and lay upon the table any one of ten different combinations, which are divided into three classes. These are as follows, with the number of points he is entitled to score for each: CLASS A. DIFFERENT SUITS. Any four of a kind, such as four Tens, 100 Any three of a kind, such as three Queens, 30 Any pair, such as two Nines, 20 CLASS B. THE SAME SUIT. Any sequence of five, containing K Q J, 250 Any sequence of four, containing K Q J, 40 Any sequence of K Q J, 30 King and Queen of any suit, 20 Queen and Jack of any suit, 20 Any flush of five cards, containing K Q J, 50 CLASS C. PENCHANTS.